FIELD MANUALFM-24-01SECTION
04 / GUIDES
Small-Team FOB Build Guide
A Forward Operating Base is the unlock condition for almost everything past sandbags and barbed wire: a walled staging area, a supply store, a protected vehicle spawn, and access to mortars, anti-air, and the drill rig. This is what to put down and in what order when it's your squad building it, not a full platoon.
FOB core stats
- Supply cost
- 30 supplies
- Health
- 15,000 hp
- Destroyed by
- 5x C4
- Build radius
- 60 m, ground only
Cash cost to deploy: sources disagree here too (one guide states $4,887, another $7,500). Budget for the higher figure and treat anything under it as a bonus.
What changed in Season 2
- + Structures cost more across the board. Bulkhead's stated goal is making each one a considered investment, so plan the ring before you spend.
- + Hammers no longer breach doors or gates. The Halligan bar breaches both (7 uses now), so a single airlock still matters.
- + A destroyed FOB pays the attackers up to +$7,500 based on the supplies it held (maxed at 25,000). A stockpiled FOB is now a bigger prize.
- + Mortar restock from a munitions pallet went 75 to 150, and a new firing animation slows the rate of fire. Fewer shells per drop-off.
- + Talon reload went 2 s to 5 s and its restock 50 to 200. Hot Zone Magnet went 2,250 to 2,750 supplies.
- + New pieces: MG Nest (manned M2 Browning, large hammer), Large Shelter (medium hammer), Wooden Step (small hammer).
Buildable catalog
Roughly 50+ pieces total across the catalog (community sites count this two different ways - 53 individual items on one, ~25 grouped categories on another). The shape that matters for a small squad:
| Category | Examples | Supply cost | Note |
|---|---|---|---|
| Fortifications | Recon Tent, HESCO blocks/walls, bunkers, barbed wire, hedgehogs | 5-200 supplies | Small pieces (sandbags, wire, tents) don't need a FOB at all. Season 2: door 80, gate 200, Bremmer wall 32, bunker/air raid shelter/crow's nest 200. |
| Defences | L81 Mortar, Stingray, Talon 9K-SAM, Vanguard CIWS, MG Nest | 600-1,200 supplies | Season 2: mortar 600 (was 150), Stingray 650 (was 150), Talon 650 (was 1,000), CIWS 1,200 (was 1,500), new MG Nest 650. |
| Support | Builder's Radio, Loudspeaker, Refuel/Repair Station, Drill Rig, Large Shelter | 17-1,801 supplies | Season 2: Drill Rig needs 2,000 fuel to start and runs 300 s max. New Large Shelter 250. |
Small-team build order
- 1Console first. Ring the FOB console in a double-height HESCO before anything else - a dead console loses the base, and it's the first thing a solo raider goes for.
- 2One personnel entrance, not two. Every door is a place the enemy can breach uncontested since only your team can operate it. A single airlock (two doors in series) beats convenience.
- 3Keep the interior open. A maze of interior walls gives an attacker who breaches the outer ring somewhere to hide once they're inside - the goal is a clean field of fire back at the breach point, not cover for both sides.
- 4Wire outside, funneled to the airlock. Barbed wire along the outer wall forces foot traffic into the open; angle it to bottleneck at your one entrance instead of leaving multiple soft approaches.
- 5Emplacements set back one block. Keep the mortar and other indirect fire a full HESCO block clear of the wall so your own wall doesn't clip the firing arc.
- 6Vehicle gate gets the same airlock logic. Outer gate closes before the inner one opens - a stationary vehicle mid-gate is not a breach.
- 7Tower goes up once the ring is closed. A recon tower at a corner watches the wire funnel and the ground beyond it; it's also the cheapest piece in the catalog, so it's not worth rushing ahead of the wall itself.
Layout
1 FOB console - Center of the build radius. Loses the base if it dies, so it never sits on the outer wall line.
2 Double-height HESCO ring - Two blocks tall around the console before anything else goes up.
3 Personnel airlock - Two doors in series. Breaching the outer one still leaves the inner one closed.
4 Vehicle gate, outer + inner - Outer gate closes before the inner one opens, same airlock logic for vehicles.
5 Wire ring + funnel - Barbed wire outside the wall, angled to push foot traffic toward the airlock instead of the blind sides.
6 Recon tower - Corner placement, sightline over the wire funnel and the open ground beyond it.
7 L81 mortar, 1-block clearance - Set back from the ring so the wall doesn't clip its own arc.
8 Sandbag firing slits - Directional gaps in one wall face, angled down so defenders shoot without exposing the walkway.
9 Refuel / repair pad - Next to the vehicle gate. Fuel Supplies only work inside the FOB radius, so this is where a supply run ends.
Related: Logistics & Resupply covers what to actually stock a FOB with once it's standing.
Sources - compiled 2026-10-16
- WARDOGS | Season 02 Patch Notes - Bulkhead (Steam)
- WARDOGS Base Builder & FOB Planner - Wardogs Zone
- WARDOGS Base Builder & FOB Planner - Clutchbase
- Wardogs: How to Build a FOB (Full Setup) - allthings.how
Community-run WARDOGS references, not an official Bulkhead API. Numbers can drift after a balance patch.